5e:Githzerai Anarch: Difference between revisions

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Mordenkainen's Tome of Foes
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Githzerai Anarch (Pointer) [1]
Medium Humanoid  (Gith, Githzerai), Lawful Neutral
Armor Class: 20
Hit Points: 144
Speed: 30 ft., fly 40 ft. (hover)
Str Dex Con Int Wis Cha
Saving Throws: Str, Dex, Int, Wis
Skills: Arcana, Insight, Perception
Senses: passive perception 20
Languages: Gith
Challenge: 16 (15,000 xp)Proficiency Bonus (PB): +5

Features

Innate Spellcasting (Psionics).

Psychic Defense.

Actions

Multiattack.

Unarmed Strike. Melee Weapon Attack

Legendary Actions

The humanoid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The humanoid regains spent legendary actions at the start of its turn.

Strike.

Teleport.

Change Gravity (Costs 3 Actions).

Unofficial Description: Anarchs are the legendary heads of Githzerai citadels and communities.


Githzerai Anarch's Lair

Artificial islands of stability in Limbo[2]

Lair Actions

When fighting inside its lair, an githzerai anarch can use lair actions. On initiative count 20 (losing initiative ties), the humanoid takes a lair action to cause one of the following effects; the humanoid can’t use the same effect two rounds in a row:

  • Energy Bolt
  • Creation
  • Move Object

Regional Effects

The region surrounding the lair

If the Anarch dies, regional effects dissaper in 1d6 rounds.

Sources and Notes

  1. Wizards RPG Team. Mordenkainen's Tome of Foes (5e) (2018-05-07). Wizards of the Coast. ISBN 978-0-7869-6624-0. p. 207. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. summarized - MToF p.207

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